three+webgl实现炫酷森林极光星空夜景动画效果代码
代码语言:html
所属分类:动画
代码描述:three+webgl实现炫酷森林极光星空夜景动画效果代码
代码标签: three webgl 炫酷 森林 极光 星空 夜景 动画
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<style>
html, body {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<!-- partial:index.partial.html -->
<!-- partial -->
<script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/three.82.js"></script>
<script >
function _defineProperty(obj, key, value) {
if (key in obj) {
Object.defineProperty(obj, key, {
value: value,
enumerable: true,
configurable: true,
writable: true
});
} else {
obj[key] = value;
}
return obj;
}
class BackgroundMaterial extends THREE.RawShaderMaterial {
constructor() {
super(BackgroundMaterial.shader);_defineProperty(this, "resize",
() => {
this.uniforms.resolution.value.set(
window.innerWidth * window.devicePixelRatio,
window.innerHeight * window.devicePixelRatio);
});_defineProperty(this, "loop",
timestamp => {
requestAnimationFrame(this.loop);
this.uniforms.globalTime.value = timestamp / 1000;
});addEventListener('resize', this.resize);requestAnimationFrame(this.loop);}}_defineProperty(BackgroundMaterial, "shader", { vertexShader: `
attribute vec3 position;
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
`, fragmentShader: `
#ifdef GL_ES
precision mediump float;
#endif
#define OCTAVES 2
#define RGB(r, g, b) vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0)
uniform vec2 resolution;
uniform float globalTime;
float random(vec2 co) {
return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
}
vec2 rand2(vec2 p) {
p = vec2(dot(p, vec2(12.9898,78.233)), dot(p, vec2(26.65125, 83.054543)));
return fract(sin(p) * 43758.5453);
}
float rand(vec2 p) {
return fract(sin(dot(p.xy ,vec2(54.90898,18.233))) * 4337.5453);
}
//
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v) {
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// Thanks to andmar1x https://www.shadertoy.com/view/MtB3zW
float stars(in vec2 x, float numCells, float size, float br) {
vec2 n = x * numCells;
vec2 f = floor(n);
float d = 1.0e10;
for (int i = -1; i <= 1; ++i)
{
for (int j = -1; j <= 1; ++j)
{
vec2 g = f + vec2(float(i), float(j));
g = n - g - rand2(mod(g, numCells)) + rand(g);
// Control size.........完整代码请登录后点击上方下载按钮下载查看
网友评论0